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Representation
1
Objectives
• Introduce concepts such as dimension and basis
• Introduce coordinate systems for representing vectors spaces and
frames for representing affine spaces
• Discuss change of frames and bases
• Introduce homogeneous coordinates
2
Linear Independence
• A set of vectors v1, v2, …, vn is linearly independent if
α1v1+α2v2+.. αnvn=0 iff α1=α2=…=0
• If a set of vectors is linearly independent, we cannot represent one in
terms of the others
• If a set of vectors is linearly dependent, as least one can be written in
terms of the others
3
Dimension
•In a vector space, the maximum number of linearly
independent vectors is fixed and is called the
dimension of the space
•In an n-dimensional space, any set of n linearly
independent vectors form a basis for the space
•Given a basis v1, v2,…., vn, any vector v can be written
as
v=α1v1+ α2v2 +….+αnvn
where the {αi} are unique
4
Representation
• Until now we have been able to work with geometric entities
without using any frame of reference, such as a coordinate system
• Need a frame of reference to relate points and objects to our
physical world.
• For example, where is a point? Can’t answer without a reference system
• World coordinates
• Camera coordinates
5
Coordinate Systems
•Consider a basis v1, v2,…., vn
•A vector is written v=α1v1+ α2v2 +….+αnvn
•The list of scalars {α1, α2, …. αn}is the representation
of v with respect to the given basis
•We can write the representation as a row or column
array of scalars
6
a=[α1 α2 …. αn]T
=














α
α
α
n
2
1
.
Example
• v=2v1+3v2-4v3
• a=[2 3 –4]T
• Note that this representation is with respect to a particular basis
• For example, in OpenGL we start by representing vectors using the
object basis but later the system needs a representation in terms of
the camera or eye basis
7
Coordinate Systems
• Which is correct?
• Both are because vectors have no fixed location
8
v
v
Frames
• A coordinate system is insufficient to represent points
• If we work in an affine space we can add a single point, the origin, to
the basis vectors to form a frame
9
P0
v1
v2
v3
Representation in a Frame
• Frame determined by (P0, v1, v2, v3)
• Within this frame, every vector can be written as
v=α1v1+ α2v2 +….+αnvn
• Every point can be written as
P = P0 + β1v1+ β2v2 +….+βnvn
10
Confusing Points and Vectors
Consider the point and the vector
P = P0+ β1v1+ β2v2 +….+βnvn
v=α1v1+ α2v2 +….+αnvn
They appear to have the similar representations
p=[β1β2β3] v=[α1α2α3]
which confuses the point with the vector
A vector has no position
11
v
p
v
Vector can be placed anywhere
point: fixed
A Single Representation
If we define 0•P = 0 and 1•P =P then we can write
v=α1v1+ α2v2 +α3v3= [α1 α2 α3 0][v1 v2 v3 P0]
T
P = P0+ β1v1+ β2v2 +β3v3= [β1 β2 β3 1][v1 v2 v3 P0]
T
Thus we obtain the four-dimensional homogeneous
coordinate representation
v = [α1α2 α3 0]T
p = [β1β2 β3 1]T
12
Homogeneous Coordinates
The homogeneous coordinates form for a three dimensional
point [x y z] is given as
p =[x’ y’ z’ w] T
=[wx wy wz w] T
We return to a three dimensional point (for w≠0) by
x←x’/w
y←y’/w
z←z’/w
If w=0, the representation is that of a vector
Note that homogeneous coordinates replaces points in three
dimensions by lines through the origin in four dimensions
For w=1, the representation of a point is [x y z 1]
13
Homogeneous Coordinates and
Computer Graphics
• Homogeneous coordinates are key to all computer graphics systems
• All standard transformations (rotation, translation, scaling) can be
implemented with matrix multiplications using 4 x 4 matrices
• Hardware pipeline works with 4 dimensional representations
• For orthographic viewing, we can maintain w=0 for vectors and w=1 for
points
• For perspective we need a perspective division
14
Change of Coordinate Systems
• Consider two representations of a the same vector with respect to
two different bases. The representations are
15
v=α1v1+ α2v2 +α3v3 = [α1 α2 α3] [v1 v2 v3] T
=β1u1+ β2u2 +β3u3 = [β1 β2 β3] [u1 u2 u3] T
a=[α1 α2 α3 ]
b=[β1 β2 β3]
where
Representing second basis in terms of
first
Each of the basis vectors, u1,u2, u3, are vectors that
can be represented in terms of the first basis
16
u1 = γ11v1+γ12v2+γ13v3
u2 = γ21v1+γ22v2+γ23v3
u3 = γ31v1+γ32v2+γ33v3
v
Matrix Form
The coefficients define a 3 x 3 matrix
and the bases can be related by
see text for numerical examples
17
a=MT
b










γγγ
γγγ
γγγ
3231
232221
131211
33
M =
Change of Frames
• We can apply a similar process in homogeneous
coordinates to the representations of both points and
vectors
• Any point or vector can be represented in either frame
• We can represent Q0, u1, u2, u3 in terms of P0, v1, v2, v3
18
Consider two frames:
(P0, v1, v2, v3)
(Q0, u1, u2, u3) P0 v1
v2
v3
Q0
u1
u2
u3
Representing One Frame in Terms of the
Other
u1= γ11v1+γ12v2+γ13v3
u2= γ21v1+γ22v2+γ23v3
u3= γ31v1+γ32v2+γ33v3
Q0= γ41v1+γ42v2+γ43v3+γ44P0
19
Extending what we did with change of bases
defining a 4 x 4 matrix












1γγγ
0γγγ
0γγγ
0γγγ
434241
333231
232221
131211
M =
Working with Representations
Within the two frames any point or vector has a
representation of the same form
a=[α1 α2 α3 α4] in the first frame
b=[β1 β2 β3β4 ] in the second frame
where α4=β4= 1 for points and α4=β4= 0 for vectors and
The matrix M is 4 x 4 and specifies an affine transformation in
homogeneous coordinates
20
a=MT
b
Affine Transformations
• Every linear transformation is equivalent to a change in frames
• Every affine transformation preserves lines
• However, an affine transformation has only 12 degrees of freedom
because 4 of the elements in the matrix are fixed and are a subset of
all possible 4 x 4 linear transformations
21
The World and Camera Frames
•When we work with representations, we work with n-
tuples or arrays of scalars
•Changes in frame are then defined by 4 x 4 matrices
•In OpenGL, the base frame that we start with is the
world frame
•Eventually we represent entities in the camera frame
by changing the world representation using the
model-view matrix
•Initially these frames are the same (M=I)
22
Moving the Camera
If objects are on both sides of z=0, we must move
camera frame
23

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









−
1000
d100
0010
0001
M =

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Representation

  • 2. Objectives • Introduce concepts such as dimension and basis • Introduce coordinate systems for representing vectors spaces and frames for representing affine spaces • Discuss change of frames and bases • Introduce homogeneous coordinates 2
  • 3. Linear Independence • A set of vectors v1, v2, …, vn is linearly independent if α1v1+α2v2+.. αnvn=0 iff α1=α2=…=0 • If a set of vectors is linearly independent, we cannot represent one in terms of the others • If a set of vectors is linearly dependent, as least one can be written in terms of the others 3
  • 4. Dimension •In a vector space, the maximum number of linearly independent vectors is fixed and is called the dimension of the space •In an n-dimensional space, any set of n linearly independent vectors form a basis for the space •Given a basis v1, v2,…., vn, any vector v can be written as v=α1v1+ α2v2 +….+αnvn where the {αi} are unique 4
  • 5. Representation • Until now we have been able to work with geometric entities without using any frame of reference, such as a coordinate system • Need a frame of reference to relate points and objects to our physical world. • For example, where is a point? Can’t answer without a reference system • World coordinates • Camera coordinates 5
  • 6. Coordinate Systems •Consider a basis v1, v2,…., vn •A vector is written v=α1v1+ α2v2 +….+αnvn •The list of scalars {α1, α2, …. αn}is the representation of v with respect to the given basis •We can write the representation as a row or column array of scalars 6 a=[α1 α2 …. αn]T =               α α α n 2 1 .
  • 7. Example • v=2v1+3v2-4v3 • a=[2 3 –4]T • Note that this representation is with respect to a particular basis • For example, in OpenGL we start by representing vectors using the object basis but later the system needs a representation in terms of the camera or eye basis 7
  • 8. Coordinate Systems • Which is correct? • Both are because vectors have no fixed location 8 v v
  • 9. Frames • A coordinate system is insufficient to represent points • If we work in an affine space we can add a single point, the origin, to the basis vectors to form a frame 9 P0 v1 v2 v3
  • 10. Representation in a Frame • Frame determined by (P0, v1, v2, v3) • Within this frame, every vector can be written as v=α1v1+ α2v2 +….+αnvn • Every point can be written as P = P0 + β1v1+ β2v2 +….+βnvn 10
  • 11. Confusing Points and Vectors Consider the point and the vector P = P0+ β1v1+ β2v2 +….+βnvn v=α1v1+ α2v2 +….+αnvn They appear to have the similar representations p=[β1β2β3] v=[α1α2α3] which confuses the point with the vector A vector has no position 11 v p v Vector can be placed anywhere point: fixed
  • 12. A Single Representation If we define 0•P = 0 and 1•P =P then we can write v=α1v1+ α2v2 +α3v3= [α1 α2 α3 0][v1 v2 v3 P0] T P = P0+ β1v1+ β2v2 +β3v3= [β1 β2 β3 1][v1 v2 v3 P0] T Thus we obtain the four-dimensional homogeneous coordinate representation v = [α1α2 α3 0]T p = [β1β2 β3 1]T 12
  • 13. Homogeneous Coordinates The homogeneous coordinates form for a three dimensional point [x y z] is given as p =[x’ y’ z’ w] T =[wx wy wz w] T We return to a three dimensional point (for w≠0) by x←x’/w y←y’/w z←z’/w If w=0, the representation is that of a vector Note that homogeneous coordinates replaces points in three dimensions by lines through the origin in four dimensions For w=1, the representation of a point is [x y z 1] 13
  • 14. Homogeneous Coordinates and Computer Graphics • Homogeneous coordinates are key to all computer graphics systems • All standard transformations (rotation, translation, scaling) can be implemented with matrix multiplications using 4 x 4 matrices • Hardware pipeline works with 4 dimensional representations • For orthographic viewing, we can maintain w=0 for vectors and w=1 for points • For perspective we need a perspective division 14
  • 15. Change of Coordinate Systems • Consider two representations of a the same vector with respect to two different bases. The representations are 15 v=α1v1+ α2v2 +α3v3 = [α1 α2 α3] [v1 v2 v3] T =β1u1+ β2u2 +β3u3 = [β1 β2 β3] [u1 u2 u3] T a=[α1 α2 α3 ] b=[β1 β2 β3] where
  • 16. Representing second basis in terms of first Each of the basis vectors, u1,u2, u3, are vectors that can be represented in terms of the first basis 16 u1 = γ11v1+γ12v2+γ13v3 u2 = γ21v1+γ22v2+γ23v3 u3 = γ31v1+γ32v2+γ33v3 v
  • 17. Matrix Form The coefficients define a 3 x 3 matrix and the bases can be related by see text for numerical examples 17 a=MT b           γγγ γγγ γγγ 3231 232221 131211 33 M =
  • 18. Change of Frames • We can apply a similar process in homogeneous coordinates to the representations of both points and vectors • Any point or vector can be represented in either frame • We can represent Q0, u1, u2, u3 in terms of P0, v1, v2, v3 18 Consider two frames: (P0, v1, v2, v3) (Q0, u1, u2, u3) P0 v1 v2 v3 Q0 u1 u2 u3
  • 19. Representing One Frame in Terms of the Other u1= γ11v1+γ12v2+γ13v3 u2= γ21v1+γ22v2+γ23v3 u3= γ31v1+γ32v2+γ33v3 Q0= γ41v1+γ42v2+γ43v3+γ44P0 19 Extending what we did with change of bases defining a 4 x 4 matrix             1γγγ 0γγγ 0γγγ 0γγγ 434241 333231 232221 131211 M =
  • 20. Working with Representations Within the two frames any point or vector has a representation of the same form a=[α1 α2 α3 α4] in the first frame b=[β1 β2 β3β4 ] in the second frame where α4=β4= 1 for points and α4=β4= 0 for vectors and The matrix M is 4 x 4 and specifies an affine transformation in homogeneous coordinates 20 a=MT b
  • 21. Affine Transformations • Every linear transformation is equivalent to a change in frames • Every affine transformation preserves lines • However, an affine transformation has only 12 degrees of freedom because 4 of the elements in the matrix are fixed and are a subset of all possible 4 x 4 linear transformations 21
  • 22. The World and Camera Frames •When we work with representations, we work with n- tuples or arrays of scalars •Changes in frame are then defined by 4 x 4 matrices •In OpenGL, the base frame that we start with is the world frame •Eventually we represent entities in the camera frame by changing the world representation using the model-view matrix •Initially these frames are the same (M=I) 22
  • 23. Moving the Camera If objects are on both sides of z=0, we must move camera frame 23             − 1000 d100 0010 0001 M =